Showing Posts For Zederok.4173:
Im using the following: http://www.intothemists.com/calc/index.php?build=-so-g;1NKkN0Z4JL-60;9;49T-T-4;029A;137B;1L;04;2ZF18ZF18x (cut and paste if you get a bad link)
I wear 4 pieces Berserker’s Armor and 2 pieces of Rampagers. My jewels is all Soldiers except for 1 Berserks Amulet.
I mostly use Longbow and only switch to GS in 1v1 situations after I have kited someone down with GS. Just wondering do you think I would do more damage with all Rampagers gear for more condition damage?
http://www.keenandgraev.com/2012/11/02/wvw-orbs-removed-solution/
Orbs are being removed from GW2 because they “strengthen teams who are already winning and make it even more difficult for underdog teams to fight back.” [Source] Instead of redesigning them, or coming up with alternatives, ArenaNet states they are simply removing them entirely. There was also mention of orb hackers (wtf?) and not being able to do anything about them.
Look guys, this one is easy. I’ll tell you why the WvW orbs failed.
WvW Zones are too small and capturing the orbs was too easy. They’re out in the open on a freaking pedestal!
Orbs, as they were implemented, provided the wrong buff.
The fact that a team could already be “winning” without the orbs shouldn’t have been possible.
The failings of the Orb system are indicative of the failings throughout the whole WvW implementation. The reward structure and winning conditions are wrong. Matching servers, while a neat idea at first, has brought a lack of permanence to the fighting. While I can’t solve the hole they dug themselves into with server matching, I do have other solutions.
Consider the following changes:
Orbs should provide the outmanned buff (10/20/30% Exp/Karma/Influence buff) and the outmanned buff should provide the orb buff (more HP, etc).
Re-design the zones to take out the PvE camp in the NW area and put in a huge castle to hold the orb. Call it an Orb Keep. Let players go all Helm’s Deep style defense. Taking the keep would be hard enough that the attackers would want to control most other holdings before attempting an Orb siege.
Holding 2/3 or 3/3 orbs grants access to a third zone with fantastic incentives like DAOC’s Darkness Falls.
If I was responsible for design decisions like these, and communicating with my players about them, I wouldn’t tell people that we have no solutions at this time. I wouldn’t pretend the other issues don’t exist. I would reach out and have my community start weighing in with their ideas for how to fix the system. Get the community involved, and start letting people know you have a sense for how the future of WvW will play out.
Anyone know the mats needed to make bowl of candy corn glaze?
Got my Warrior to full exotic geared and am going to take a break from the grind, just want to get back to good old fashioned leveling. I havnt played thief wince BWE1:
1. What are some good Solo PvE builds?
2. Is there any gimmicky or standard builds used to solo champion level DE’s?
3. Is SB still the best for tagging lots of mobs on those occasions I am doing DE’s with a random gaggle of players?
Thanks.
Zed
(edited by Zederok.4173)
anyone know?
/15 char
SO I assume you want organized raids. Sorry folks but this isnt that type of game and in no way shape or form is Raiding the only endgame but thats what you are getting at.
I made it to the last jump portion to kill the robots but the console is not interactable. Is this a known issue?
Level 80 Warrior 7.5 out of 10
I deducted one point because there is no real skill progression, since all your main skills and abilities are aquired by level 5 or 6. I deducted another point for alot of broken events. and I deduct another .5 points for not having a decent way to find groups for dungeons.
Here’s what I would do:
1. Reduce Hundred Blades damage by 50% (4 swings instead of 8 ), allow the warrior to move while channeling.
2. Remove Rush and put Whirlwind Attack in the 5 slot. (we dont need 2 charges IMO)
3. add another attack ability (18 sec cooldown) in the 3 slot, (Furious Slice) deals moderate damage and gives Fury for 10 sec.
4. Rename Arcing Slice to (Overpowering Strike) have it deal heavy damage and stun the target for .5 sec for each level of adrenaline .
5. Remove Juggernaut, add an Elite Shout that deals AOE damage within 600 units , on a 60 sec cooldown and adds daze for 3 seconds.
6. Allow all hammer abilities to be used while moving, I detest/loathe/hate self rooting skills and was the main factor why I refused to try Tera.
7. Arcing Arrow to actually cause Burning.
8. Change Fan of Fire to a single target 3 burning arrows, same damage as now.
(edited by Zederok.4173)
Asherons Call 1999- 2012 (on and off again for a total of about 6 solid years)
DAoC from 2002-2003
CoH 2004-2005
WoW 2005-2011 with several breaks inbetween mostly for WAR and AoC
Since I quit WoW for good in early 2011 (2 months after Cata) I have gone from AC to Rift, back to AC to SWTOR back to AC and finally to TSW.
I think all the kittening and moaning about a lack of endgame is from people who have imprinted into their minds from games like WoW that vertical progression is the ONLY endgame that matters.
I’ll tell you folks this, GW2 is the first game since my beloved Asherons Call (which I played on and off for 14 years) that actually has MEANINGFUL endgame.
I have been 80 for almost 2 weeks now (Tuesday will be the 2nd week). I have so much tuff left to do and this isnt even considering WvW (of which I bought the game for). IMO GW2 has so much more MEANINGFUL endgame then WoW which has been out for 7+ years.
I disagree with you on the healing. Adrenal Health and the healing signet allows us to kill jsut about anything anywhere. Its quite possibly OP, couple that with shout healing for emergency heals and stacking Pow/Precision we are PvE gods imo.
In WvW I run greatsword/long bow with bolas, stomp, “fear me”, and battle standard as my slot skills. Long bow is a given at the keeps to rain death on everyone below me but when it comes to ground battles not matter how big I use rush then straight into stomp or fear me to break everyone up, then just start beating on fools.
Now imagine a coordinated strike using the tactics Bigboss described, but with 5 warriors backed up by 5 ranged classes. A squad of 10 disciplined people on vent could completely disrupt and break an unorganized zerg in the open field, or in front of a keep/castle.
Exactly. I run WvW in an Organized Guild setting on Sanctum of Rall and we have several melee assist trains that tear people up. I personally run Longbow/Hammer shout build with Battle Standard for emergency rez’s. Thinking of dropping hammer for sword and warhorn though but then our melee assist team will be missing its main inturrupter.
It was good for leveling up? Really? I never understood the point of those 5 inactive signet builds. Sure you can get your precision up to ridiculous amounts but other than that it adds nothing if you don’t actively use those skills. I rather stick to more active skills like “For Great Justice!” and Endure Pain.
I had over 100 crit for 40+ levels and 80% for another 20 levels. Who needed more skills when I kill’T stuff so fast I never died. In fact I used to pull 10+ mobs jsut to lighten the tedium of how awesome that spec was for leveling. Meanwhile those so called “utility Warriors” died and couldnt solo squat.
you guys do too much damage with 2handed swords.
L2Dodge
Seriously, though learn too dodge, Against any reasonable opponent, it’s very hard for me to kill as a GS warrior, its why I have gone back to Longbow/Hammer for sPvP. I at least have awesome survivablity compared to the glass cannon GS warriors.